Computer-Generated Chess Problem 01909

Take a look at this 'KRRBN vs krpp' #4 chess problem generated autonomously by a computer using the 'Digital Synaptic Neural Substrate' computational creativity method. It does not use endgame tablebases, artificial neural networks, machine learning or any kind of typical AI. The chess board is a virtually limitless canvas for the expression of creative ideas (even by computer). Chesthetica is able to generate mates in 3, mates in 4, mates in 5, study-like constructs and also compose problems using specific combinations of pieces fed into it. Read more about it on ChessBase. The position below contains 9 pieces which means it simply could not have been derived even from an existing endgame tablebase which is presently limited to 7 pieces.


5k2/R2K1p2/1B1NR3/7r/4p3/8/8/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.62 : Selangor, Malaysia
2018.2.18 6:45:56 PM
Solvability Estimate = Difficult

These chess puzzles are published in order based on the composition date and time stamp above. Due to the sheer volume of compositions generated, the latest ones may therefore only be published later on. White is over a rook's worth in material but the precise win in this position still needs to be found. Try to solve this as quickly as you can. If you like it, please share with your friends. Over time, the tactics you see in these puzzles will help you improve your game. By the way, if you're tired of international chess, maybe try Switch-Side Chain-Chess instead.

Solution (Skip to 0:35)

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